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/dev/null +++ b/TestProjects/UniversalGraphicsTest/Assets/Scenes/130_UnityMatrixIVP/WorldReconstruction.shader @@ -0,0 +1,71 @@ +Shader "Unlit/WorldPos" +{ + Properties + { + [HideInInspector] _Color("Color", Color) = (1,1,1) + } + SubShader + { + Tags { "RenderType" = "Transparent" "Queue" = "Transparent+100" "DisableBatching" = "True" "IgnoreProjector" = "True" "RenderPipeline" = "UniversalPipeline" } + Blend One OneMinusSrcAlpha + ZTest Always + ZWrite Off + + Pass + { + Tags { "LightMode" = "UniversalForward" } + HLSLPROGRAM + #pragma prefer_hlslcc gles + #pragma exclude_renderers d3d11_9x + #pragma target 3.0 + #pragma vertex vert + #pragma fragment frag + + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl" + + struct appdata + { + float4 vertex : POSITION; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct v2f + { + float4 pos : SV_POSITION; + float4 scrPos : TEXCOORD0; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; 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StereoModes: 0 + Reason: OpenGL shader error in trunk diff --git a/TestProjects/UniversalGraphicsTest/ProjectSettings/EditorBuildSettings.asset b/TestProjects/UniversalGraphicsTest/ProjectSettings/EditorBuildSettings.asset index a26dfa63534..6278dac40f8 100644 --- a/TestProjects/UniversalGraphicsTest/ProjectSettings/EditorBuildSettings.asset +++ b/TestProjects/UniversalGraphicsTest/ProjectSettings/EditorBuildSettings.asset @@ -251,4 +251,7 @@ EditorBuildSettings: - enabled: 1 path: Assets/Scenes/127_DynamicScaling_DOF.unity guid: 069f595c511c463418479db2f730eec1 + - enabled: 1 + path: Assets/Scenes/130_UnityMatrixIVP.unity + guid: 716466bc92f8e4eeeb3c138524b04021 m_configObjects: {} diff --git a/com.unity.render-pipelines.universal/CHANGELOG.md b/com.unity.render-pipelines.universal/CHANGELOG.md index 751b126f96e..8ec74027063 100644 --- a/com.unity.render-pipelines.universal/CHANGELOG.md +++ b/com.unity.render-pipelines.universal/CHANGELOG.md @@ -183,6 +183,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fixed an issue where objects in the preview window were being affected by layer mask settings in the default renderer [case 1204376](https://issuetracker.unity3d.com/issues/urp-prefab-preview-is-blank-when-a-custom-forward-renderer-data-and-default-layer-mask-is-mixed-are-used) - Fixed an issue with reflections when using an orthographic camera [case 1209255](https://issuetracker.unity3d.com/issues/urp-weird-reflections-when-using-lit-material-and-a-camera-with-orthographic-projection) - Fixed SceneView Draw Modes not being properly updated after opening new scene view panels or changing the editor layout. +- Fixed an issue that caused the inverse view and projection matrix to output wrong values in some platforms. [case 1243990](https://issuetracker.unity3d.com/issues/urp-8-dot-1-breaks-unity-matrix-i-vp) ## [7.1.1] - 2019-09-05 ### Upgrade Guide diff --git a/com.unity.render-pipelines.universal/Runtime/ScriptableRenderer.cs b/com.unity.render-pipelines.universal/Runtime/ScriptableRenderer.cs index 02d1a0a2717..c9a25b4ce7b 100644 --- a/com.unity.render-pipelines.universal/Runtime/ScriptableRenderer.cs +++ b/com.unity.render-pipelines.universal/Runtime/ScriptableRenderer.cs @@ -71,18 +71,15 @@ public static void SetCameraMatrices(CommandBuffer cmd, ref CameraData cameraDat // for now using cmd.SetViewProjecionMatrices //SetViewAndProjectionMatrices(cmd, viewMatrix, cameraData.GetDeviceProjectionMatrix(), setInverseMatrices); cmd.SetViewProjectionMatrices(viewMatrix, projectionMatrix); - - // unity_MatrixInvVP is not set by cmd.SetViewProjectionMatrices, we set it here - Matrix4x4 viewAndProjectionMatrix = projectionMatrix * viewMatrix; - Matrix4x4 inverseViewProjection = Matrix4x4.Inverse(viewAndProjectionMatrix); - cmd.SetGlobalMatrix(ShaderPropertyId.inverseViewAndProjectionMatrix, inverseViewProjection); - - cmd.SetGlobalMatrix(ShaderPropertyId.worldToCameraMatrix, viewMatrix); - + if (setInverseMatrices) { Matrix4x4 inverseViewMatrix = Matrix4x4.Inverse(viewMatrix); cmd.SetGlobalMatrix(ShaderPropertyId.cameraToWorldMatrix, inverseViewMatrix); + + Matrix4x4 viewAndProjectionMatrix = cameraData.GetGPUProjectionMatrix() * viewMatrix; + Matrix4x4 inverseViewProjection = Matrix4x4.Inverse(viewAndProjectionMatrix); + cmd.SetGlobalMatrix(ShaderPropertyId.inverseViewAndProjectionMatrix, inverseViewProjection); } // TODO: missing unity_CameraWorldClipPlanes[6], currently set by context.SetupCameraProperties